Casselman
Also: LockUpYourBones
This article has been updated with @Casselman 's full impressions from the Toronto Fan Expo. See below! (9/1/14)
Hey guys! I just found out yesterday that MKX is on the show floor at FanExpo in Toronto Canada! My brother, friend Greg, another friend and myself are making the venture tomorrow to go and play! Three of the four of us are super serious and have been playing MK9 competitively.
If you ever watch Toronto Top Tier streams, it's Casselman, Vindrex and Fluri.
Anyways. We are hitting up MKX. Interviews etc is most likely way out if the question (if NRS is even there) but I will have my hands on the game and I am more than well-versed in mechanics so I will be able to really figure some details out, hopefully.
Any questions related to game mechanics, inputs, characters or balance, post it here! I'll keep it all in mind when I get my hands on the game!
-Casselman/LockUpYourBones
______________________________________________________________
UPDATE:
My write-up. Not 100% of our information but it is the majority. I'll dig for more after I gather again with the guys who attended.
"ATTENTION! - Mortal Kombat X Gameplay Impressions from the Toronto Fan Expo:
-------------------
"ALL these impressions are subject to change and aren't set in stone. This is just an attempt to help people understand the game to the best of our ability. I am human too. We(the attendees) just want to share what our most accurate description of our experience with MKX. ENJOY!!!"
Okay I just got home from FanExpo2014 in Toronto Canada. I would like to thank NRS and WB for bringing MKX to FanEx. I would also like to thank Vindrex and Fluri for helping me test characters and get what I believe to be among the first real public competitive matches with MKX. Definitely the best in Canada so far
Here is a rundown. I love to do things in point form so expect it. I didn't get anywhere as much time as I wanted to playing the game. Once the convention was in full swing (After 20 minutes), it was about 30 minutes in line for one match. There were only two PS4s.
I am sorry but I didn't get a chance to hit up Ferra/Torr. We hit up every other character in the build. Some people may be mad but I did focus a lot on the MK icons to learn the general behavior of the game. Having some prior knowledge of characters I figured would allow me to get the best impression.
Here is what I know.
Dialogue:
I am sorry, guys. I tried so very hard to listen but the noise of the expo made it almost impossible. I heard Cassie say something smart-ass to Scorpion and I heard the Raiden/Subzero "Protector" dialogue but that was it. I tried. I'm sorry.
Universal:
-NJPs (neutral jump punches) exist and work as usual except for one thing. You can no longer NJP easily on the way down to a standing opponent. At least not with Scorpion. The animation comes out but your character continues to fall and it was very difficult to time correctly.
D'Vorah looks as though hers may have a larger area of reach. Before writing this off, I would wait to see. Characters seem to have different properties.
-NJK (kicks) are not applicable as combo starters. When I tried, Scorpion just drop-kicked Subzero to jump distance.
-Characters have different air attack animations and it looks as if moves may have different hit properties because of this. We'll need a full release before knowing.
-My inputs felt like MK9. I detected the presence of negative edge. I was able to do combos from match #1 with nothing but my MK9 experience. The game does feel like it is very, very refined. It's not as loose and lengthy with air options. Very tight and very refined. It felt great.
-Hits can trade in MKX. On more than one occasion, I have witnessed trades. There are some very specific things that also trade (due for HEAVY testing). Scorpion's spear will destroy Subzero's clone rather than go right through it.
-The sides of the arena act exactly as MK9 has. A proxy. I was very comfortable with the corner game.
-Interactables are nothing to worry about. Very useful but not overpowered. R1
-Running is done by dashing and holding block before the end of the dash. You don't need to hold forward. Once you have initiated block, the entire run relies on nothing but the block button.
-The game overall is faster than MK9 and Injustice.
-Walk speed is very similar to the average MK9 fighter. I think there may be slight differences but I am not 100% sure. Kotal Kahn struck me as a bit slower than Scorpion.
-Frames for wake-up attacks seem to be a touch tighter than usual. This might be the delay difference in my TV at home compared to the monitor they were using.
-Grabs can be burned with a bar but it hasn't resulted in a juggle as far as I have seen. I believe it could set up for a combo. The "Flash" happens and you just place them to the side. I wasn't able to react fast enough but I have a hunch it may be a free hit.
-The jumps seem to have a higher reach to them
-The corner game will have to have much more smarts, especially on defense. I've seen D1s beat D3s and every character seems to be very deadly with pressure. Vindrex was picking me apart with Subby. Even though Scorpion has a teleport, it was VERY hard to escape.
-Xrays are still L2+R2
-Xrays may have the capability to be altered in approach. Scorpion's can actually come from a different direction by holding a button (I'll get to that.)
-Characters autoface if you attack after jumping over the opponent just like in MK9. I was worried that after injustice, we would see a continued direction of attack. Nope. Just like MK9. Perfect!
Scorpion:
-My most played character by far. I used him to try and understand the game better.
-Useful strings included 1,1,4 / 1,2,3 / B+1,2,1 and B+3,2,F2
-B3 is a low starter and can be linked into the spear much like his F+4 from MK9 but much faster
-F2 is an overhead and a hard knockdown from both ground and if the opponent is in the air. Huge advantage
-B3, 2 lifts the opponent. As a low starter, if the 2 is cancelable into a teleport, it could have some serious juggle potential.
-BF1=Spear
Pretty long on startup and I believe punishable even after fullscreen block with Raiden's dive.
EX Spear has much faster startup. I thought it had armour but I got stuffed by a jab. Not sure.
-DB3=Teleport
Great and fast but punishable on block even by slow uppercuts.
EX teleport looks to be safe on block and can also juggle for free combo or jump option
-BF4=slide tack
Extremely punishable. I landed it only once during all of my matches.
Can not connect with an aired enemy at all.
-DB1=FlameBall (Hellfire variation)
Can be canceled into a dash
-DB2=Hellfire (Hellfire variation)
Acts exactly as it did in MK9
-DB4=BelowDemon (Inferno variation)
Holds the enemy in place for a free hit. Looks to be unblockable.
Slow startup
There are two other Demon summons (Above and Behind)that are DB inputs
-Flame aura
I want to say this is DF1 or DF2. I don't entirely remember.
L2+R2=Xray
Default sends Scorp flying at opponent. Holding Back before releasing causes him to teleport and attack with the Xray from behind!
Combo: jip114,EXBF3~jk,BF3~1,spear~jipB3,2,F2 (HKD and free pressure)
Going to consult the other players before posting anything else character specific. I should be able to get some details about Subzero and Raiden. Incredibly tired at the moment. A few quick notes below? Sure.
ADDITIONAL NOTES ADDED
-------------------------------------
-Subzero
Has an ATG hammer drop with his Cryomancer Variation (DB2)
Freeze DF2
Slide BF4
Hammer (Cryo) DB2
Clone (Grandmaster) DB2
Throw Clone (Grandmaster) DF1
-Kotal Kahn and D'Vorah were very difficult to pick up. HUGE potential but they will take some time and a practice mode. Had some confusion over totems despite repeated attempts to understand. I'll regroup with the guys tomorrow and try to get some better info instead of firing at random info.
-Cassie felt very, very strong. There isn't much more info I have for her. I immediately went to her Hollywood variation but I feel it just adds some features to normal specials. I could be wrong. Didn't seem like there was much different. Her Xray... Wow...
-Kano looks incredible. No information that I would consider new. I did see some grabs come out that seemed to wiff, even though I was blocking. Could be something character specific as I was in the middle of ducking.
-Raiden
BF3 Dive
EX Dive is insane... Teleport moves added.
DF4/DB4/DU4 lightning traps. DB2 to connect them (Took me a while to figure it out)
DF2 lightning grab
DB1 lightning blast (I believe you can hold/cancel to dash.
Xray updated!
They new "Skydrop" description is 100% accurate. Old X-ray appears to be gone.
-Scorpion appears to have a moustache during getting his face sliced off.
-The main menu had "Versus", "Single Fight" and "Ladder".
-Ladder didn't show any ladder. Just a character loading screen with "Next opponent:____"
-I tried but couldn't find any hidden or random select. I wouldn't worry. It's an early build.
-Frame data was present and detailed in the moves list.
-more to be added for Subzero and Raiden.(here)***
More as soon as I can throw it together.
With all things being said, MKX had me excited from the first time I picked up the controller. It felt completely natural with a healthy learning curve. The game has grown on me already. The visuals are unmatched and every second is fulfilling. Any doubters should take my word for it. I look for reasons to criticize almost everything and I think this game is absolutely spectacular.
I cannot wait to see what NRS delivers with the final product. I almost can't go back to MK9 after playing this. The time until release will be very difficult.
Get hype... Trust me.
-Casselman/LockUpYourBones"
Hey guys! I just found out yesterday that MKX is on the show floor at FanExpo in Toronto Canada! My brother, friend Greg, another friend and myself are making the venture tomorrow to go and play! Three of the four of us are super serious and have been playing MK9 competitively.
If you ever watch Toronto Top Tier streams, it's Casselman, Vindrex and Fluri.
Anyways. We are hitting up MKX. Interviews etc is most likely way out if the question (if NRS is even there) but I will have my hands on the game and I am more than well-versed in mechanics so I will be able to really figure some details out, hopefully.
Any questions related to game mechanics, inputs, characters or balance, post it here! I'll keep it all in mind when I get my hands on the game!
-Casselman/LockUpYourBones
______________________________________________________________
UPDATE:
My write-up. Not 100% of our information but it is the majority. I'll dig for more after I gather again with the guys who attended.
"ATTENTION! - Mortal Kombat X Gameplay Impressions from the Toronto Fan Expo:
-------------------
"ALL these impressions are subject to change and aren't set in stone. This is just an attempt to help people understand the game to the best of our ability. I am human too. We(the attendees) just want to share what our most accurate description of our experience with MKX. ENJOY!!!"
Okay I just got home from FanExpo2014 in Toronto Canada. I would like to thank NRS and WB for bringing MKX to FanEx. I would also like to thank Vindrex and Fluri for helping me test characters and get what I believe to be among the first real public competitive matches with MKX. Definitely the best in Canada so far
Here is a rundown. I love to do things in point form so expect it. I didn't get anywhere as much time as I wanted to playing the game. Once the convention was in full swing (After 20 minutes), it was about 30 minutes in line for one match. There were only two PS4s.
I am sorry but I didn't get a chance to hit up Ferra/Torr. We hit up every other character in the build. Some people may be mad but I did focus a lot on the MK icons to learn the general behavior of the game. Having some prior knowledge of characters I figured would allow me to get the best impression.
Here is what I know.
Dialogue:
I am sorry, guys. I tried so very hard to listen but the noise of the expo made it almost impossible. I heard Cassie say something smart-ass to Scorpion and I heard the Raiden/Subzero "Protector" dialogue but that was it. I tried. I'm sorry.
Universal:
-NJPs (neutral jump punches) exist and work as usual except for one thing. You can no longer NJP easily on the way down to a standing opponent. At least not with Scorpion. The animation comes out but your character continues to fall and it was very difficult to time correctly.
D'Vorah looks as though hers may have a larger area of reach. Before writing this off, I would wait to see. Characters seem to have different properties.
-NJK (kicks) are not applicable as combo starters. When I tried, Scorpion just drop-kicked Subzero to jump distance.
-Characters have different air attack animations and it looks as if moves may have different hit properties because of this. We'll need a full release before knowing.
-My inputs felt like MK9. I detected the presence of negative edge. I was able to do combos from match #1 with nothing but my MK9 experience. The game does feel like it is very, very refined. It's not as loose and lengthy with air options. Very tight and very refined. It felt great.
-Hits can trade in MKX. On more than one occasion, I have witnessed trades. There are some very specific things that also trade (due for HEAVY testing). Scorpion's spear will destroy Subzero's clone rather than go right through it.
-The sides of the arena act exactly as MK9 has. A proxy. I was very comfortable with the corner game.
-Interactables are nothing to worry about. Very useful but not overpowered. R1
-Running is done by dashing and holding block before the end of the dash. You don't need to hold forward. Once you have initiated block, the entire run relies on nothing but the block button.
-The game overall is faster than MK9 and Injustice.
-Walk speed is very similar to the average MK9 fighter. I think there may be slight differences but I am not 100% sure. Kotal Kahn struck me as a bit slower than Scorpion.
-Frames for wake-up attacks seem to be a touch tighter than usual. This might be the delay difference in my TV at home compared to the monitor they were using.
-Grabs can be burned with a bar but it hasn't resulted in a juggle as far as I have seen. I believe it could set up for a combo. The "Flash" happens and you just place them to the side. I wasn't able to react fast enough but I have a hunch it may be a free hit.
-The jumps seem to have a higher reach to them
-The corner game will have to have much more smarts, especially on defense. I've seen D1s beat D3s and every character seems to be very deadly with pressure. Vindrex was picking me apart with Subby. Even though Scorpion has a teleport, it was VERY hard to escape.
-Xrays are still L2+R2
-Xrays may have the capability to be altered in approach. Scorpion's can actually come from a different direction by holding a button (I'll get to that.)
-Characters autoface if you attack after jumping over the opponent just like in MK9. I was worried that after injustice, we would see a continued direction of attack. Nope. Just like MK9. Perfect!
Scorpion:
-My most played character by far. I used him to try and understand the game better.
-Useful strings included 1,1,4 / 1,2,3 / B+1,2,1 and B+3,2,F2
-B3 is a low starter and can be linked into the spear much like his F+4 from MK9 but much faster
-F2 is an overhead and a hard knockdown from both ground and if the opponent is in the air. Huge advantage
-B3, 2 lifts the opponent. As a low starter, if the 2 is cancelable into a teleport, it could have some serious juggle potential.
-BF1=Spear
Pretty long on startup and I believe punishable even after fullscreen block with Raiden's dive.
EX Spear has much faster startup. I thought it had armour but I got stuffed by a jab. Not sure.
-DB3=Teleport
Great and fast but punishable on block even by slow uppercuts.
EX teleport looks to be safe on block and can also juggle for free combo or jump option
-BF4=slide tack
Extremely punishable. I landed it only once during all of my matches.
Can not connect with an aired enemy at all.
-DB1=FlameBall (Hellfire variation)
Can be canceled into a dash
-DB2=Hellfire (Hellfire variation)
Acts exactly as it did in MK9
-DB4=BelowDemon (Inferno variation)
Holds the enemy in place for a free hit. Looks to be unblockable.
Slow startup
There are two other Demon summons (Above and Behind)that are DB inputs
-Flame aura
I want to say this is DF1 or DF2. I don't entirely remember.
L2+R2=Xray
Default sends Scorp flying at opponent. Holding Back before releasing causes him to teleport and attack with the Xray from behind!
Combo: jip114,EXBF3~jk,BF3~1,spear~jipB3,2,F2 (HKD and free pressure)
Going to consult the other players before posting anything else character specific. I should be able to get some details about Subzero and Raiden. Incredibly tired at the moment. A few quick notes below? Sure.
ADDITIONAL NOTES ADDED
-------------------------------------
-Subzero
Has an ATG hammer drop with his Cryomancer Variation (DB2)
Freeze DF2
Slide BF4
Hammer (Cryo) DB2
Clone (Grandmaster) DB2
Throw Clone (Grandmaster) DF1
-Kotal Kahn and D'Vorah were very difficult to pick up. HUGE potential but they will take some time and a practice mode. Had some confusion over totems despite repeated attempts to understand. I'll regroup with the guys tomorrow and try to get some better info instead of firing at random info.
-Cassie felt very, very strong. There isn't much more info I have for her. I immediately went to her Hollywood variation but I feel it just adds some features to normal specials. I could be wrong. Didn't seem like there was much different. Her Xray... Wow...
-Kano looks incredible. No information that I would consider new. I did see some grabs come out that seemed to wiff, even though I was blocking. Could be something character specific as I was in the middle of ducking.
-Raiden
BF3 Dive
EX Dive is insane... Teleport moves added.
DF4/DB4/DU4 lightning traps. DB2 to connect them (Took me a while to figure it out)
DF2 lightning grab
DB1 lightning blast (I believe you can hold/cancel to dash.
Xray updated!
They new "Skydrop" description is 100% accurate. Old X-ray appears to be gone.
-Scorpion appears to have a moustache during getting his face sliced off.
-The main menu had "Versus", "Single Fight" and "Ladder".
-Ladder didn't show any ladder. Just a character loading screen with "Next opponent:____"
-I tried but couldn't find any hidden or random select. I wouldn't worry. It's an early build.
-Frame data was present and detailed in the moves list.
-more to be added for Subzero and Raiden.(here)***
More as soon as I can throw it together.
With all things being said, MKX had me excited from the first time I picked up the controller. It felt completely natural with a healthy learning curve. The game has grown on me already. The visuals are unmatched and every second is fulfilling. Any doubters should take my word for it. I look for reasons to criticize almost everything and I think this game is absolutely spectacular.
I cannot wait to see what NRS delivers with the final product. I almost can't go back to MK9 after playing this. The time until release will be very difficult.
Get hype... Trust me.
-Casselman/LockUpYourBones"
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